Vurrath
Villager
Quick question,.. putting-out a torch or similar was exactly what i thought when i read the description,.. but i noticed that lanterns aren't EXPLICITLY listed in that list ;
i know they're meant to be protected, or as is the case with the Gust of wind spell at a-half chance to be put out,..
... when in real, descriptive-terms, it's meant to be the SPEED of the conjured wind, cooling the wick of a candle,.. but might druidcraft be moreso skill with a RANGE OF minor conjurative, evocative, and even summoning capacities? (the pattern of growth, or time-of-chemical/cell-growth reactions in a seed or pod? )
If so, a lantern might not be safe, if a concentrated cold-conjurative capacity is allowed or assumed-WITHIN that range of minor-effects,..
or maybe it's a indirect-withdrawl of O2 ? * shrugs *
------------
Aside from the argument, is it meant to be able to? If you were to assume-not since gust of wind is a 2nd level and spell, and so somehow that should = 'entitlement' to be able to do things better than lower-level spells,..
... then hang on,.. stop being a orders-are-everything supremicist-chump,.. to be fair, druidcraft cannot DO what gust of wind can do - it cannot move/knock over multiple opponents that fail their STR saves,.. it cannot slow enemies movement,.. and it cannot be maintained up to a minute with concentration.
So, CONSIDERING
#1 that you're only talking about a small candle-SIZED flame or a few coals ( and-NOT a roaring bonfire or kiln, etc),..
and, perhaps most-importantly ;
CONSIDERING #2
That a bunch of dwindling fire-coals would be BRIGHTENED, by wind,.. not put-out by them,..
( the accellerated O2 would increase it's combustion, not decrease it )
HOW is druidcraft SUPPOSED to be putting out some coals,..
WERE,.. it using wind?
And in that case, (if it's not supposed to be using wind, -else coals would brighten) how is it supposed to be able to put out a candle, without GENERATING wind,..
... if-NOT using cold? ( i.e. what-ELSE, if-not either? )
------
THAT, suggests,
it IS, cold,.. conjured-cold, or something that affects combustion, in modern physics terms.
and so THAT raises, the I think fair-question, as to whether or not lanterns should've been not-specified in that listing.
AND then maybe-also,.. if there needs to be a clarification from
the-powers-that-be,
in D&D.
( Gust also has advantages, by the way, that druidcraft would ALSO not-have, so allowing lanterns to be put out via druidcraft, might NOT be unfair for it, too. )
In terms of fairness, perhaps small campfires should NOT be able to be put out by druidcraft, if it IS, meant, to be only a small-candle-sized micro-gust, and should also be not-listed.
sigh... why didn't they just say candle & torch? exposed-FLAME.
i know they're meant to be protected, or as is the case with the Gust of wind spell at a-half chance to be put out,..
... when in real, descriptive-terms, it's meant to be the SPEED of the conjured wind, cooling the wick of a candle,.. but might druidcraft be moreso skill with a RANGE OF minor conjurative, evocative, and even summoning capacities? (the pattern of growth, or time-of-chemical/cell-growth reactions in a seed or pod? )
If so, a lantern might not be safe, if a concentrated cold-conjurative capacity is allowed or assumed-WITHIN that range of minor-effects,..
or maybe it's a indirect-withdrawl of O2 ? * shrugs *
------------
Aside from the argument, is it meant to be able to? If you were to assume-not since gust of wind is a 2nd level and spell, and so somehow that should = 'entitlement' to be able to do things better than lower-level spells,..
... then hang on,.. stop being a orders-are-everything supremicist-chump,.. to be fair, druidcraft cannot DO what gust of wind can do - it cannot move/knock over multiple opponents that fail their STR saves,.. it cannot slow enemies movement,.. and it cannot be maintained up to a minute with concentration.
So, CONSIDERING
#1 that you're only talking about a small candle-SIZED flame or a few coals ( and-NOT a roaring bonfire or kiln, etc),..
and, perhaps most-importantly ;
CONSIDERING #2
That a bunch of dwindling fire-coals would be BRIGHTENED, by wind,.. not put-out by them,..
( the accellerated O2 would increase it's combustion, not decrease it )
HOW is druidcraft SUPPOSED to be putting out some coals,..
WERE,.. it using wind?
And in that case, (if it's not supposed to be using wind, -else coals would brighten) how is it supposed to be able to put out a candle, without GENERATING wind,..
... if-NOT using cold? ( i.e. what-ELSE, if-not either? )
------
THAT, suggests,
it IS, cold,.. conjured-cold, or something that affects combustion, in modern physics terms.
and so THAT raises, the I think fair-question, as to whether or not lanterns should've been not-specified in that listing.
AND then maybe-also,.. if there needs to be a clarification from
the-powers-that-be,
in D&D.
( Gust also has advantages, by the way, that druidcraft would ALSO not-have, so allowing lanterns to be put out via druidcraft, might NOT be unfair for it, too. )
In terms of fairness, perhaps small campfires should NOT be able to be put out by druidcraft, if it IS, meant, to be only a small-candle-sized micro-gust, and should also be not-listed.
sigh... why didn't they just say candle & torch? exposed-FLAME.
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